Bigger variety of competitive maps

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Im not a big fan of dividing maps strictly to closed and open It just really put more limits for map makers. But you put some real science in it :grin: I have never think about it that way.
 
It is a bit of a grey area, classification. However given the disparity in play styles you either have to have that or some sort of map selection system for teams, since otherwise a random fixture could come up with 2 open maps which could work heavily against a team.
 
I personally favor mixed-map styles. Of course it often is personal opinion what you consider open/closed/mixed. I for example consider Reveran Village (overall) a mixed map instead of a "pure" open map (like Field by the River for instance). Others might still feel like it is completely open. I also see that it keeps things a bit more "tasty" if we actually have a noticeable difference between the two maps played in a match.

What I like about mixed maps is that depending on what tactics you play or where the flag spawns, there are plenty of playstyles and situations that make it possible for every class to be comfortable. On completely closed or completely open maps it's usually way easier for some classes to gain an advantage.
 
+Varsung+ 说:
Rhade 说:
Lord Rich 说:
FBTR had a fair few built up bits of its own but is generally considered to be too large, lots of the map is wasted space, likewise with snowy village. Too much time spent travelling rather than fighting. If you compressed FBTR down to a more reasonable size, it likely would look a lot like the maps you are complaining about.

This is the mindset that has killed any notion of light cav in this game's competitive scene.

Compress everything, make it small, make range king and the only horse necessary an armored one.

Would be nice to see this toxic idea broken, maps like Ruins, FBTR and Plains require a playstyle that few have actually mastered. The city camp maps are played out as ****.

Yeah, because there is absolutely noone playing with courser nowadays  :roll:
Peter, Tobi, Sikici, Hives, axl, Tomy, Surkan, me,...
 
Kellerman, cut down in his prime.

Let's just make some fun maps to play on, and fun to watch people play on as well. Quit worrying about what category a map fits into and just let people crank out some maps.  :wink:
 
I had a bash with the editor the other night there... these things take a little time!! where do you get the patience to do it blimey.

Saying that, I was struggling to get the hang of how to work it right enough which probably didn't help matters. might have another go later this week. See about creating a good map for competitive matches
 
MacKain 说:
I had a bash with the editor the other night there... these things take a little time!! where do you get the patience to do it blimey.

Saying that, I was struggling to get the hang of how to work it right enough which probably didn't help matters. might have another go later this week. See about creating a good map for competitive matches

It usually takes me about a day to make most of a map, probably another couple of days to do the detailing, probably total about 10-20 hours.

I would recommend experimenting with creating terrain first though, a lot of people skip that and end up with very flat maps.
 
I have not seen anybody playing with a courser successfully, maybe on Pub.. and putting Sikici on that list is kind of weird since he stopped playing ?!?

If you already have ur map in mind u should use colours to mark borders, zones and flagspawns.. then u have some fixed points, which is quite a help :smile:
 
Firunien 说:
I have not seen anybody playing with a courser successfully
Perhaps you'd do well with paying attention, AE has been running it. You may be right though because frankly I don't think it matters what we do.
 
It depends on the type of cavalry you are effectivly. Assassin typed like Peter for example, you can very well make a courser work, but you have to adjust your playstyle drastically. I see a lot of players just going with the coursers but playing as if they had a hunter. No wonder they die more often, a courser just can't take as much damage, and once you got stopped you will usually get dismounted immediately. That is not a problem you can break down to the maps alone, it's also that players are aweare enough to see someone approaching them, and it's cavalry players not playing correctly.
 
Okay so I messed up saving my map and now my props are flying in the air. The terrain is nothing like it was and therefor I have to restart making it all(4 hours went into terrain making), buh...
1. Any advice how to do quick saves? I just do Ctrl + E atm.

I haven't been successful on finding scraps of information in the bucket of Mapping on this forum. 2. So would appreciate some guidance.
So far I found a few tutorials on YouTube which have taught me a lot, together with the hints given on in this topic.

3. Is it possible to make a map with multiple people working at it at the same time? I'm thinking of having a bunch of guys/girls come together on TS with a cold beer/margarita and just throwing stuff at it during a weekend night.

4. Another thing I wanted to ask was how to decide your terrain? Currently I move a .sc file away from SceneObj and get a random terrain created.
I want a small steppe map that is pretty flat to start with.

5. Lastly I wanted to know if anyone knows the shortkey to elevate your camera view up and down(y-axes) without having to look down to the ground and press S to go up...
 
Windle 说:
5. Lastly I wanted to know if anyone knows the shortkey to elevate your camera view up and down(y-axes) without having to look down to the ground and press S to go up...

Press all the buttons!!
 
I'll try answering some of these, although it's been a long time since I have made any scenes.

Windle 说:
1. Any advice how to do quick saves? I just do Ctrl + E atm.

I haven't been successful on finding scraps of information in the bucket of Mapping on this forum.
As far as I know, Ctrl-E is the only way.

2. So would appreciate some guidance.
So far I found a few tutorials on YouTube which have taught me a lot, together with the hints given on in this topic.
This should help a bit: http://forums.taleworlds.com/index.php/topic,163368.0.html

3. Is it possible to make a map with multiple people working at it at the same time? I'm thinking of having a bunch of guys/girls come together on TS with a cold beer/margarita and just throwing stuff at it during a weekend night.
No, only the one hosting the game server can edit the scene.

4. Another thing I wanted to ask was how to decide your terrain? Currently I move a .sc file away from SceneObj and get a random terrain created.
I want a small steppe map that is pretty flat to start with.
You can get a new terrain code by entering the single player world map, and pressing "terrain" button there.

5. Lastly I wanted to know if anyone knows the shortkey to elevate your camera view up and down(y-axes) without having to look down to the ground and press S to go up...
I think E moves the camera up and C moves it down.
 
People Do use coursers in matches these days. But for obvious reasons, unless your cav man is exceptionally good then its usually advisable not to. (I prefer to use coursers, I find it a lot easier to get personal kills. But I rarely use a courser in matches as I find them less useful in a team situation)

I think your day, will be my month :grin:

As for terrain, the one I have in mind will be fairly flat, with strategically placed higher points and or raised ground for obstacles. I don't want to make a town that looks pretty for PW, this will be a map tailored (in my view) as best as I can (probably wont be very good) to 8v8 competitive matches.  but that's just my first map idea, There are many others that pop into my head, but the terrain will essentially always start off flat. The I will either introduce features be that buildings or ridges and embankments, only my imagination will tell. I just wish I had the time to do them.

My idea of making maps will be purely for the competitive scene, So any of my maps will have an element of symmetry in order to maintain a sense of balance. I know the switching of sides helps with that, but having the stronger locations within equal reaching distance of both sides will make it more enjoyable.

I have this idea of having a strong position in the centre of an open field, with maybe some ridges or obstacles either side for some cover, then only 2 flag spawns in open territory either side of the strong position, say a tower. But the flags spawn within range of the tower, giving an advantage over the flag spawn for the team in the tower, giving an incentive to control the tower. Sounds good in my head, but whether or not it will work in practicality is another thing. People might not enjoy rushing to the tower and fighting there all the time. So the tower, might need to be something a little more interesting.

But anyways that's just some thoughts

 
My game keeps crashing about 10mins into the editor, driving me mad. So I think I'm going to give up!
 
http://forums.taleworlds.com/index.php/topic,163368.0.html
In this thread you have a nice FAQ. And if you have any questions left you can just ask. Most of the active sceners for mods are reading this thread, you will always get an answer.
@Volcom:
3. I sometimes work out maps on teamviewer or with Skype. But it can be very laggy.
4. Activate editing mode when you start the game. Then join the single player campaign. On the left side of the screen there will be a "terrain" button. Here you can choose which terrain you want to have, if you want to have hills, rivers etc. and how big the scene will be. If you finished it, you have to press "copy" then open "Mount&Blade Warband\Modules\Native\scenes_txt". Now you can add the terrain code to whatever map you want to. Important: You have to delete the map (The file in "sceneObj" folder), before you change the terrain code. If you change the terrain code for a map you have already edited you will get black borders or hills at the map edges, you wont be able to delete (atleast it will take a lot of time to delete them).

In the second post of the thread above you can also see a few of the best scenes for warband, they might give you some inspiration. It won't take you very long to understand the editor in warband, if you need some help you can also add me in Steam (Levy, not Vivar ^^).
 
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